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#1
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TQ has several skills, from which you benefit mostly through the first skill point spent.
![]() Dual Wield starts with a 12% chance, but you need to put in another 5 points to get a 22% chance. Heat Shield starts with 15% physical damage resistance and voids 100 points of fire damage. The physical resistance does not change, but you need to spent 11 additional skill point to get a wretched 245-points fire protection ... and it is not increased on epic and legendary modes. While you still get a decent boost from additional points in Dual Wield, I find that measly in comparision to the benefit from activating the skill. Such skills have led me to deversified builds (which might be the intention of such a design). But on higher levels I actually find it difficult to decide what I shall level, because I hardly see any improvements anymore. It should be something to look forward to - especially as the last player levels take so long.
Last edited by eisprinzessin; 02-15-2010 at 11:26 PM. |
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#2
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Seems that I'm alone on this
Or does my request go without saying Was it already discussed?
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#3
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I agree, I think. What I'm understanding is, the player should look forward to maxing out the skills he has available, and not sink one point and leave it, correct? As such the values of the skills should be scaled and properly balanced so the player feels as if he's slowly earned the "uber" skill.
Sounds good to me.
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#4
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The suggestion is good. Instead of the greatest return on investment occurring with the first skill point, it simply could be granted once the last skill point is invested.
TECHNOmancer |
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#5
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Maxing out might not be the goal, but skills should be designed, so that each skill point spent is equal effective.
TQ has another incentive for diversified builds: items, which increase all skills (of a given mastery). Maybe they should be limited for epic (plus on a mastery) and legendary (plus on all skills). |
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#6
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TQ did have to many "one point wonders".
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#7
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I agree. Exponential bonuses instead of flat bonuses are much more exciting at high level. Lots of skills in D2 gave exponential bonuses, making it as exciting to get new skillpoints on the first level as on lvl80, because your character actually notable increases in power. In TQ, the return for skillpoints was nearly negligible on higher levels, making a lvl65 character hardly more powerful than a lvl50 one.
Although that was also due to the +4 skillpoint cap.. |
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#8
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I think there should be bonuses for maxing out a skill...kind of like a "I mastered this skill!".
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#9
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I don't think that should happen; especially if the skillcap is removed or nearly unattainable. Because than there is no maximum point to achieve. If the returns are exponential, the highest level will already yield the biggest return.
I don't mind skills getting 'extra's' at certain levels though. Like in TQ, the Liche and Outsider learned new skills at higher levels, which was pretty cool. |
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#10
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Quote:
But what you said is kind of what I am talking about...I like how at certain levels (for instance max) cool bonuses or in a pets case new skills are attained. I think that's what makes TQ's skill system so great...not everything is a flat increase over time. |
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| balancing, skills |
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Such skills have led me to deversified builds (which might be the intention of such a design). But on higher levels I actually find it difficult to decide what I shall level, because I hardly see any improvements anymore.
It should be something to look forward to - especially as the last player levels take so long.
Was it already discussed?


Linear Mode
